Well the response saying it is a terrible idea has more likes than the original post.
Given how little of the feedback regarding the module system changes was actually listened to or received a response I am not hopeful that any feedback in this thread will be any more effective. However, on the off chance that someone is listening ... here is some feedback.
(Well I completely re-wrote the following since the original was a bit too caustic

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The problem you are trying to fix is high pinpoint alpha. It will always be the most effective way to do damage. AC40, quad AC5, PPC/Gauss. Ghost heat was introduced to discourage people from firing groups of similar weapons together. What do they do? They find groups of dissimilar weapons that can be equally effective.
So what are some design options .. you have covered two in your post ...
Here is a list of more options (off the top of my head in the last 10 minutes).
1) Limit weapon fire to one weapon at a time .. all of your problems with high pinpoint alpha go away ... unfortunately I suspect most of your players go away too.
2) Have you considered dynamic weapon convergence? There is even a mech efficiency that currently does nothing that is supposed to reduce the time for convergence. Obviously it was considered at some point. Maybe it is time to reconsider it.
3) Ghost heat. The mechanism is already in the game and people are familiar with it. Any time a gauss fires within the Ghost heat window of a PPC ... multiply the PPC heat generated by some factor ... say 2. So a 2xPPC+gauss would then generate twice the heat it does currently. Or if you really want to nerf it use 10x ... at least the players can still use whatever weapon combination they like ... it will just be less efficient. (Use whatever physics justification you came up with for ghost heat in the first place)
4) Weird PPC/Gauss fire mechanic as you explained ... how do edge cases work? This suggestion will be more difficult for less experienced players to master.
- ppc/gauss/ppc/gauss fired at 0.25 second intervals using a macro
- ppc/2xgauss/ppc
- ppc+gauss/ppc+gauss
5) Change the PPC speed. This is probably by far the easiest change to make.I have no idea why you would go for 4 when you could do 2,3, 5 or 6. At the very least this one is easy to understand and easy to test. Of course, it doesn't change the effectiveness at close range and it may make PPC more effective when combined with other AC and closer ranges but if you make the change in 4 this is what will happen anyway ... more AC10/AC20 + 2 PPC combinations - The Jager can already do the 2xPPC + 2xAC5 (maybe AC10 ... haven't tied it) combination if it wants to ... which is only 5 damage short of the 2xPPC + Gauss.
6) PPC splash damage. You already do this for C-ERPPC. Do the same for IS. 5 damage to central part and 2.5 damage to adjacent sections ( or 6/2/2 or something else). Totally reduces the pinpoint alpha issue of all PPC based combinations.
7) Redesign the entire weapon damage system so that each weapon does TT dps every 10 seconds rather than starting from damage and heat values from TT and arbitrarily changing rate of fire. Go back to standard armor and structure values. I started in closed beta in June or July and the weapon values then aren't much different from those in use today. There were many missed opportunities to try out alternate systems. The current system has lead to the current meta game ... maybe it is time to rework the numbers from the ground up given the improvements in netcode, HSR and hit registration.
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There are so many design decisions you can make to address this issue ... I've only listed a few ... why don't you put up a poll? (Ah that's right ... you probably aren't listening anyway

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Also ... I would like to point out that given the number of founders who are still here, still playing the game, still care ... I don't think there were very many of us who were burned out in closed beta